#include "main/enable.h"
#include "main/enums.h"
#include "main/fbobject.h"
+#include "main/image.h"
#include "main/macros.h"
#include "main/matrix.h"
#include "main/multisample.h"
#include "main/objectlabel.h"
#include "main/readpix.h"
+#include "main/scissor.h"
#include "main/shaderapi.h"
#include "main/texobj.h"
#include "main/texenv.h"
/** Return offset in bytes of the field within a vertex struct */
#define OFFSET(FIELD) ((void *) offsetof(struct vertex, FIELD))
-/**
- * One-time init for drawing depth pixels.
- */
-static void
-init_blit_depth_pixels(struct gl_context *ctx)
-{
- static const char *program =
- "!!ARBfp1.0\n"
- "TEX result.depth, fragment.texcoord[0], texture[0], %s; \n"
- "END \n";
- char program2[200];
- struct blit_state *blit = &ctx->Meta->Blit;
- struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
- const char *texTarget;
-
- assert(blit->DepthFP == 0);
-
- /* replace %s with "RECT" or "2D" */
- assert(strlen(program) + 4 < sizeof(program2));
- if (tex->Target == GL_TEXTURE_RECTANGLE)
- texTarget = "RECT";
- else
- texTarget = "2D";
- _mesa_snprintf(program2, sizeof(program2), program, texTarget);
-
- _mesa_GenProgramsARB(1, &blit->DepthFP);
- _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
- _mesa_ProgramStringARB(GL_FRAGMENT_PROGRAM_ARB, GL_PROGRAM_FORMAT_ASCII_ARB,
- strlen(program2), (const GLubyte *) program2);
-}
-
static void
setup_glsl_msaa_blit_shader(struct gl_context *ctx,
struct blit_state *blit,
{
const char *vs_source;
char *fs_source;
- GLuint vs, fs;
void *mem_ctx;
enum blit_msaa_shader shader_index;
bool dst_is_msaa = false;
GLenum src_datatype;
const char *vec4_prefix;
+ const char *sampler_array_suffix = "";
char *name;
+ const char *texcoord_type = "vec2";
if (src_rb) {
src_datatype = _mesa_get_format_datatype(src_rb->Format);
switch (target) {
case GL_TEXTURE_2D_MULTISAMPLE:
+ case GL_TEXTURE_2D_MULTISAMPLE_ARRAY:
if (src_rb->_BaseFormat == GL_DEPTH_COMPONENT ||
src_rb->_BaseFormat == GL_DEPTH_STENCIL) {
if (dst_is_msaa)
else
shader_index = BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE;
}
+
+ if (target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
+ shader_index += (BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_RESOLVE -
+ BLIT_MSAA_SHADER_2D_MULTISAMPLE_RESOLVE);
+ sampler_array_suffix = "Array";
+ texcoord_type = "vec3";
+ }
break;
default:
_mesa_problem(ctx, "Unkown texture target %s\n",
mem_ctx = ralloc_context(NULL);
if (shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_RESOLVE ||
+ shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_RESOLVE ||
+ shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_ARRAY_DEPTH_COPY ||
shader_index == BLIT_MSAA_SHADER_2D_MULTISAMPLE_DEPTH_COPY) {
char *sample_index;
const char *arb_sample_shading_extension_string;
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\n"
- "in vec2 textureCoords;\n"
- "out vec2 texCoords;\n"
+ "in %s textureCoords;\n"
+ "out %s texCoords;\n"
"void main()\n"
"{\n"
" texCoords = textureCoords;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n");
+ "}\n",
+ texcoord_type,
+ texcoord_type);
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\n"
- "uniform sampler2DMS texSampler;\n"
- "in vec2 texCoords;\n"
+ "uniform sampler2DMS%s texSampler;\n"
+ "in %s texCoords;\n"
"out vec4 out_color;\n"
"\n"
"void main()\n"
"{\n"
- " gl_FragDepth = texelFetch(texSampler, ivec2(texCoords), %s).r;\n"
+ " gl_FragDepth = texelFetch(texSampler, i%s(texCoords), %s).r;\n"
"}\n",
arb_sample_shading_extension_string,
+ sampler_array_suffix,
+ texcoord_type,
+ texcoord_type,
sample_index);
} else {
/* You can create 2D_MULTISAMPLE textures with 0 sample count (meaning 1
if (dst_is_msaa) {
arb_sample_shading_extension_string = "#extension GL_ARB_sample_shading : enable";
- sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, ivec2(texCoords), gl_SampleID);");
+ sample_resolve = ralloc_asprintf(mem_ctx, " out_color = texelFetch(texSampler, i%s(texCoords), gl_SampleID);", texcoord_type);
merge_function = "";
} else {
int i;
sample_resolve = rzalloc_size(mem_ctx, 1);
for (i = 0; i < samples; i++) {
ralloc_asprintf_append(&sample_resolve,
- " gvec4 sample_1_%d = texelFetch(texSampler, ivec2(texCoords), %d);\n",
- i, i);
+ " gvec4 sample_1_%d = texelFetch(texSampler, i%s(texCoords), %d);\n",
+ i, texcoord_type, i);
}
/* Now, merge each pair of samples, then merge each pair of those,
* etc.
vs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"in vec2 position;\n"
- "in vec2 textureCoords;\n"
- "out vec2 texCoords;\n"
+ "in %s textureCoords;\n"
+ "out %s texCoords;\n"
"void main()\n"
"{\n"
" texCoords = textureCoords;\n"
" gl_Position = vec4(position, 0.0, 1.0);\n"
- "}\n");
+ "}\n",
+ texcoord_type,
+ texcoord_type);
fs_source = ralloc_asprintf(mem_ctx,
"#version 130\n"
"#extension GL_ARB_texture_multisample : enable\n"
"%s\n"
"#define gvec4 %svec4\n"
- "uniform %ssampler2DMS texSampler;\n"
- "in vec2 texCoords;\n"
+ "uniform %ssampler2DMS%s texSampler;\n"
+ "in %s texCoords;\n"
"out gvec4 out_color;\n"
"\n"
"%s" /* merge_function */
arb_sample_shading_extension_string,
vec4_prefix,
vec4_prefix,
+ sampler_array_suffix,
+ texcoord_type,
merge_function,
sample_resolve);
}
- vs = _mesa_meta_compile_shader_with_debug(ctx, GL_VERTEX_SHADER, vs_source);
- fs = _mesa_meta_compile_shader_with_debug(ctx, GL_FRAGMENT_SHADER, fs_source);
-
- blit->msaa_shaders[shader_index] = _mesa_CreateProgram();
- _mesa_AttachShader(blit->msaa_shaders[shader_index], fs);
- _mesa_DeleteShader(fs);
- _mesa_AttachShader(blit->msaa_shaders[shader_index], vs);
- _mesa_DeleteShader(vs);
- _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 0, "position");
- _mesa_BindAttribLocation(blit->msaa_shaders[shader_index], 1, "texcoords");
- _mesa_meta_link_program_with_debug(ctx, blit->msaa_shaders[shader_index]);
- _mesa_ObjectLabel(GL_PROGRAM, blit->msaa_shaders[shader_index], -1, name);
- ralloc_free(mem_ctx);
+ _mesa_meta_compile_and_link_program(ctx, vs_source, fs_source, name,
+ &blit->msaa_shaders[shader_index]);
- _mesa_UseProgram(blit->msaa_shaders[shader_index]);
+ ralloc_free(mem_ctx);
}
static void
struct gl_renderbuffer *src_rb,
GLenum target)
{
+ unsigned texcoord_size;
+
/* target = GL_TEXTURE_RECTANGLE is not supported in GLES 3.0 */
assert(_mesa_is_desktop_gl(ctx) || target == GL_TEXTURE_2D);
- _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true, 2, 2, 0);
+ texcoord_size = 2 + (src_rb->Depth > 1 ? 1 : 0);
- if (target == GL_TEXTURE_2D_MULTISAMPLE) {
+ _mesa_meta_setup_vertex_objects(&blit->VAO, &blit->VBO, true,
+ 2, texcoord_size, 0);
+
+ if (target == GL_TEXTURE_2D_MULTISAMPLE ||
+ target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY) {
setup_glsl_msaa_blit_shader(ctx, blit, src_rb, target);
} else {
_mesa_meta_setup_blit_shader(ctx, target, &blit->shaders);
const struct gl_renderbuffer_attachment *readAtt =
&readFb->Attachment[att_index];
struct blit_state *blit = &ctx->Meta->Blit;
+ struct fb_tex_blit_state fb_tex_blit;
const GLint dstX = MIN2(dstX0, dstX1);
const GLint dstY = MIN2(dstY0, dstY1);
const GLint dstW = abs(dstX1 - dstX0);
const GLint dstH = abs(dstY1 - dstY0);
struct gl_texture_object *texObj;
GLuint srcLevel;
- GLint baseLevelSave;
- GLint maxLevelSave;
GLenum target;
- GLuint sampler, samplerSave =
- ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
- ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
- GLuint tempTex = 0;
struct gl_renderbuffer *rb = readAtt->Renderbuffer;
+ struct temp_texture *meta_temp_texture;
if (rb->NumSamples && !ctx->Extensions.ARB_texture_multisample)
return false;
filter = GL_LINEAR;
}
- if (readAtt->Texture) {
+ _mesa_meta_fb_tex_blit_begin(ctx, &fb_tex_blit);
+
+ if (readAtt->Texture &&
+ (readAtt->Texture->Target == GL_TEXTURE_2D ||
+ readAtt->Texture->Target == GL_TEXTURE_RECTANGLE ||
+ readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE ||
+ readAtt->Texture->Target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY)) {
/* If there's a texture attached of a type we can handle, then just use
* it directly.
*/
srcLevel = readAtt->TextureLevel;
texObj = readAtt->Texture;
target = texObj->Target;
-
- switch (target) {
- case GL_TEXTURE_2D:
- case GL_TEXTURE_RECTANGLE:
- case GL_TEXTURE_2D_MULTISAMPLE:
- break;
- default:
+ } else if (!readAtt->Texture && ctx->Driver.BindRenderbufferTexImage) {
+ if (!_mesa_meta_bind_rb_as_tex_image(ctx, rb, &fb_tex_blit.tempTex,
+ &texObj, &target))
return false;
+
+ srcLevel = 0;
+ if (_mesa_is_winsys_fbo(readFb)) {
+ GLint temp = srcY0;
+ srcY0 = rb->Height - srcY1;
+ srcY1 = rb->Height - temp;
+ flipY = -flipY;
}
- } else if (ctx->Driver.BindRenderbufferTexImage) {
- /* Otherwise, we need the driver to be able to bind a renderbuffer as
- * a texture image.
+ } else {
+ GLenum tex_base_format;
+ int srcW = abs(srcY1 - srcY0);
+ int srcH = abs(srcY1 - srcY0);
+ /* Fall back to doing a CopyTexSubImage to get the destination
+ * renderbuffer into a texture.
*/
- struct gl_texture_image *texImage;
+ if (ctx->Meta->Blit.no_ctsi_fallback)
+ return false;
if (rb->NumSamples > 1)
- target = GL_TEXTURE_2D_MULTISAMPLE;
- else
- target = GL_TEXTURE_2D;
+ return false;
+
+ if (do_depth) {
+ meta_temp_texture = _mesa_meta_get_temp_depth_texture(ctx);
+ tex_base_format = GL_DEPTH_COMPONENT;
+ } else {
+ meta_temp_texture = _mesa_meta_get_temp_texture(ctx);
+ tex_base_format =
+ _mesa_base_tex_format(ctx, rb->InternalFormat);
+ }
- _mesa_GenTextures(1, &tempTex);
- _mesa_BindTexture(target, tempTex);
srcLevel = 0;
- texObj = _mesa_lookup_texture(ctx, tempTex);
- texImage = _mesa_get_tex_image(ctx, texObj, target, srcLevel);
+ target = meta_temp_texture->Target;
+ texObj = _mesa_lookup_texture(ctx, meta_temp_texture->TexObj);
- if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
- _mesa_DeleteTextures(1, &tempTex);
- return false;
- } else {
- if (ctx->Driver.FinishRenderTexture &&
- !rb->NeedsFinishRenderTexture) {
- rb->NeedsFinishRenderTexture = true;
- ctx->Driver.FinishRenderTexture(ctx, rb);
- }
+ _mesa_meta_setup_copypix_texture(ctx, meta_temp_texture,
+ srcX0, srcY0,
+ srcW, srcH,
+ tex_base_format,
+ filter);
- if (_mesa_is_winsys_fbo(readFb)) {
- GLint temp = srcY0;
- srcY0 = rb->Height - srcY1;
- srcY1 = rb->Height - temp;
- flipY = -flipY;
- }
- }
- } else {
- return false;
+
+ srcX0 = 0;
+ srcY0 = 0;
+ srcX1 = srcW;
+ srcY1 = srcH;
}
- baseLevelSave = texObj->BaseLevel;
- maxLevelSave = texObj->MaxLevel;
+ fb_tex_blit.baseLevelSave = texObj->BaseLevel;
+ fb_tex_blit.maxLevelSave = texObj->MaxLevel;
if (glsl_version) {
setup_glsl_blit_framebuffer(ctx, blit, rb, target);
2);
}
- _mesa_GenSamplers(1, &sampler);
- _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
-
/*
printf("Blit from texture!\n");
printf(" srcAtt %p dstAtt %p\n", readAtt, drawAtt);
printf(" srcTex %p dstText %p\n", texObj, drawAtt->Texture);
*/
- /* Prepare src texture state */
- _mesa_BindTexture(target, texObj->Name);
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
- if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
- }
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ fb_tex_blit.sampler = _mesa_meta_setup_sampler(ctx, texObj, target, filter,
+ srcLevel);
/* Always do our blits with no net sRGB decode or encode.
*
if (ctx->Extensions.EXT_texture_sRGB_decode) {
if (_mesa_get_format_color_encoding(rb->Format) == GL_SRGB &&
ctx->DrawBuffer->Visual.sRGBCapable) {
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
- GL_DECODE_EXT);
+ _mesa_SamplerParameteri(fb_tex_blit.sampler,
+ GL_TEXTURE_SRGB_DECODE_EXT, GL_DECODE_EXT);
_mesa_set_framebuffer_srgb(ctx, GL_TRUE);
} else {
- _mesa_SamplerParameteri(sampler, GL_TEXTURE_SRGB_DECODE_EXT,
+ _mesa_SamplerParameteri(fb_tex_blit.sampler,
+ GL_TEXTURE_SRGB_DECODE_EXT,
GL_SKIP_DECODE_EXT);
/* set_framebuffer_srgb was set by _mesa_meta_begin(). */
}
}
else {
assert(target == GL_TEXTURE_RECTANGLE_ARB ||
- target == GL_TEXTURE_2D_MULTISAMPLE);
+ target == GL_TEXTURE_2D_MULTISAMPLE ||
+ target == GL_TEXTURE_2D_MULTISAMPLE_ARRAY);
s0 = (float) srcX0;
s1 = (float) srcX1;
t0 = (float) srcY0;
verts[0].tex[0] = s0;
verts[0].tex[1] = t0;
+ verts[0].tex[2] = readAtt->Zoffset;
verts[1].tex[0] = s1;
verts[1].tex[1] = t0;
+ verts[1].tex[2] = readAtt->Zoffset;
verts[2].tex[0] = s1;
verts[2].tex[1] = t1;
+ verts[2].tex[2] = readAtt->Zoffset;
verts[3].tex[0] = s0;
verts[3].tex[1] = t1;
+ verts[3].tex[2] = readAtt->Zoffset;
_mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
}
_mesa_DepthFunc(GL_ALWAYS);
_mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
+ _mesa_meta_fb_tex_blit_end(ctx, target, &fb_tex_blit);
+
+ return true;
+}
+
+void
+_mesa_meta_fb_tex_blit_begin(const struct gl_context *ctx,
+ struct fb_tex_blit_state *blit)
+{
+ blit->samplerSave =
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler ?
+ ctx->Texture.Unit[ctx->Texture.CurrentUnit].Sampler->Name : 0;
+ blit->tempTex = 0;
+}
+void
+_mesa_meta_fb_tex_blit_end(const struct gl_context *ctx, GLenum target,
+ struct fb_tex_blit_state *blit)
+{
/* Restore texture object state, the texture binding will
* be restored by _mesa_meta_end().
*/
if (target != GL_TEXTURE_RECTANGLE_ARB) {
- _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, baseLevelSave);
- _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, maxLevelSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, blit->baseLevelSave);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, blit->maxLevelSave);
}
- _mesa_BindSampler(ctx->Texture.CurrentUnit, samplerSave);
- _mesa_DeleteSamplers(1, &sampler);
- if (tempTex)
- _mesa_DeleteTextures(1, &tempTex);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, blit->samplerSave);
+ _mesa_DeleteSamplers(1, &blit->sampler);
+ if (blit->tempTex)
+ _mesa_DeleteTextures(1, &blit->tempTex);
+}
+
+GLboolean
+_mesa_meta_bind_rb_as_tex_image(struct gl_context *ctx,
+ struct gl_renderbuffer *rb,
+ GLuint *tex,
+ struct gl_texture_object **texObj,
+ GLenum *target)
+{
+ struct gl_texture_image *texImage;
+
+ if (rb->NumSamples > 1)
+ *target = GL_TEXTURE_2D_MULTISAMPLE;
+ else
+ *target = GL_TEXTURE_2D;
+
+ _mesa_GenTextures(1, tex);
+ _mesa_BindTexture(*target, *tex);
+ *texObj = _mesa_lookup_texture(ctx, *tex);
+ texImage = _mesa_get_tex_image(ctx, *texObj, *target, 0);
+
+ if (!ctx->Driver.BindRenderbufferTexImage(ctx, rb, texImage)) {
+ _mesa_DeleteTextures(1, tex);
+ return false;
+ }
+
+ if (ctx->Driver.FinishRenderTexture && !rb->NeedsFinishRenderTexture) {
+ rb->NeedsFinishRenderTexture = true;
+ ctx->Driver.FinishRenderTexture(ctx, rb);
+ }
return true;
}
+GLuint
+_mesa_meta_setup_sampler(struct gl_context *ctx,
+ const struct gl_texture_object *texObj,
+ GLenum target, GLenum filter, GLuint srcLevel)
+{
+ GLuint sampler;
+
+ _mesa_GenSamplers(1, &sampler);
+ _mesa_BindSampler(ctx->Texture.CurrentUnit, sampler);
+
+ /* Prepare src texture state */
+ _mesa_BindTexture(target, texObj->Name);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_MIN_FILTER, filter);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_MAG_FILTER, filter);
+ if (target != GL_TEXTURE_RECTANGLE_ARB) {
+ _mesa_TexParameteri(target, GL_TEXTURE_BASE_LEVEL, srcLevel);
+ _mesa_TexParameteri(target, GL_TEXTURE_MAX_LEVEL, srcLevel);
+ }
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ _mesa_SamplerParameteri(sampler, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ return sampler;
+}
+
/**
* Meta implementation of ctx->Driver.BlitFramebuffer() in terms
* of texture mapping and polygon rendering.
*/
-void
+GLbitfield
_mesa_meta_BlitFramebuffer(struct gl_context *ctx,
GLint srcX0, GLint srcY0, GLint srcX1, GLint srcY1,
GLint dstX0, GLint dstY0, GLint dstX1, GLint dstY1,
GLbitfield mask, GLenum filter)
{
- struct blit_state *blit = &ctx->Meta->Blit;
- struct temp_texture *tex = _mesa_meta_get_temp_texture(ctx);
- struct temp_texture *depthTex = _mesa_meta_get_temp_depth_texture(ctx);
- const GLsizei maxTexSize = tex->MaxSize;
- const GLint srcX = MIN2(srcX0, srcX1);
- const GLint srcY = MIN2(srcY0, srcY1);
- const GLint srcW = abs(srcX1 - srcX0);
- const GLint srcH = abs(srcY1 - srcY0);
- const GLint dstX = MIN2(dstX0, dstX1);
- const GLint dstY = MIN2(dstY0, dstY1);
const GLint dstW = abs(dstX1 - dstX0);
const GLint dstH = abs(dstY1 - dstY0);
- const GLint srcFlipX = (srcX1 - srcX0) / srcW;
- const GLint srcFlipY = (srcY1 - srcY0) / srcH;
const GLint dstFlipX = (dstX1 - dstX0) / dstW;
const GLint dstFlipY = (dstY1 - dstY0) / dstH;
- const GLint flipX = srcFlipX * dstFlipX;
- const GLint flipY = srcFlipY * dstFlipY;
- struct vertex verts[4];
- GLboolean newTex;
+ struct {
+ GLint srcX0, srcY0, srcX1, srcY1;
+ GLint dstX0, dstY0, dstX1, dstY1;
+ } clip = {
+ srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1
+ };
+
const GLboolean use_glsl_version = ctx->Extensions.ARB_vertex_shader &&
ctx->Extensions.ARB_fragment_shader;
- /* In addition to falling back if the blit size is larger than the maximum
- * texture size, fallback if the source is multisampled. This fallback can
- * be removed once Mesa gets support ARB_texture_multisample.
- */
- if (srcW > maxTexSize || srcH > maxTexSize) {
- /* XXX avoid this fallback */
- goto fallback;
- }
-
/* Multisample texture blit support requires texture multisample. */
if (ctx->ReadBuffer->Visual.samples > 0 &&
!ctx->Extensions.ARB_texture_multisample) {
- goto fallback;
+ return mask;
+ }
+
+ /* Clip a copy of the blit coordinates. If these differ from the input
+ * coordinates, then we'll set the scissor.
+ */
+ if (!_mesa_clip_blit(ctx, &clip.srcX0, &clip.srcY0, &clip.srcX1, &clip.srcY1,
+ &clip.dstX0, &clip.dstY0, &clip.dstX1, &clip.dstY1)) {
+ /* clipped/scissored everything away */
+ return 0;
}
- /* only scissor effects blit so save/clear all other relevant state */
- _mesa_meta_begin(ctx, ~MESA_META_SCISSOR);
+ /* Only scissor affects blit, but we're doing to set a custom scissor if
+ * necessary anyway, so save/clear state.
+ */
+ _mesa_meta_begin(ctx, MESA_META_ALL & ~MESA_META_DRAW_BUFFERS);
+
+ /* If the clipping earlier changed the destination rect at all, then
+ * enable the scissor to clip to it.
+ */
+ if (clip.dstX0 != dstX0 || clip.dstY0 != dstY0 ||
+ clip.dstX1 != dstX1 || clip.dstY1 != dstY1) {
+ _mesa_set_enable(ctx, GL_SCISSOR_TEST, GL_TRUE);
+ _mesa_Scissor(MIN2(clip.dstX0, clip.dstX1),
+ MIN2(clip.dstY0, clip.dstY1),
+ abs(clip.dstX0 - clip.dstX1),
+ abs(clip.dstY0 - clip.dstY1));
+ }
/* Try faster, direct texture approach first */
if (mask & GL_COLOR_BUFFER_BIT) {
filter, dstFlipX, dstFlipY,
use_glsl_version, false)) {
mask &= ~GL_COLOR_BUFFER_BIT;
- if (mask == 0x0) {
- _mesa_meta_end(ctx);
- return;
- }
}
}
filter, dstFlipX, dstFlipY,
use_glsl_version, true)) {
mask &= ~GL_DEPTH_BUFFER_BIT;
- if (mask == 0x0) {
- _mesa_meta_end(ctx);
- return;
- }
- }
- }
-
- /* Choose between glsl version and fixed function version of
- * BlitFramebuffer function.
- */
- if (use_glsl_version) {
- setup_glsl_blit_framebuffer(ctx, blit, NULL, tex->Target);
- }
- else {
- _mesa_meta_setup_ff_tnl_for_blit(&blit->VAO, &blit->VBO, 2);
- }
-
- /* Silence valgrind warnings about reading uninitialized stack. */
- memset(verts, 0, sizeof(verts));
-
- /* Continue with "normal" approach which involves copying the src rect
- * into a temporary texture and is "blitted" by drawing a textured quad.
- */
- {
- /* setup vertex positions */
- verts[0].x = -1.0F * flipX;
- verts[0].y = -1.0F * flipY;
- verts[1].x = 1.0F * flipX;
- verts[1].y = -1.0F * flipY;
- verts[2].x = 1.0F * flipX;
- verts[2].y = 1.0F * flipY;
- verts[3].x = -1.0F * flipX;
- verts[3].y = 1.0F * flipY;
-
- }
-
- if (!use_glsl_version)
- _mesa_set_enable(ctx, tex->Target, GL_TRUE);
-
- if (mask & GL_COLOR_BUFFER_BIT) {
- const struct gl_framebuffer *readFb = ctx->ReadBuffer;
- const struct gl_renderbuffer *colorReadRb = readFb->_ColorReadBuffer;
- const GLenum rb_base_format =
- _mesa_base_tex_format(ctx, colorReadRb->InternalFormat);
-
- /* Using the exact source rectangle to create the texture does incorrect
- * linear filtering along the edges. So, allocate the texture extended along
- * edges by one pixel in x, y directions.
- */
- _mesa_meta_setup_copypix_texture(ctx, tex,
- srcX - 1, srcY - 1, srcW + 2, srcH + 2,
- rb_base_format, filter);
- /* texcoords (after texture allocation!) */
- {
- verts[0].tex[0] = 1.0F;
- verts[0].tex[1] = 1.0F;
- verts[1].tex[0] = tex->Sright - 1.0F;
- verts[1].tex[1] = 1.0F;
- verts[2].tex[0] = tex->Sright - 1.0F;
- verts[2].tex[1] = tex->Ttop - 1.0F;
- verts[3].tex[0] = 1.0F;
- verts[3].tex[1] = tex->Ttop - 1.0F;
-
- /* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- }
-
- _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
- _mesa_ColorMask(GL_TRUE, GL_TRUE, GL_TRUE, GL_TRUE);
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_FALSE);
- _mesa_DepthMask(GL_FALSE);
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- mask &= ~GL_COLOR_BUFFER_BIT;
- }
-
- if ((mask & GL_DEPTH_BUFFER_BIT) &&
- _mesa_is_desktop_gl(ctx) &&
- ctx->Extensions.ARB_depth_texture &&
- ctx->Extensions.ARB_fragment_program) {
-
- GLuint *tmp = malloc(srcW * srcH * sizeof(GLuint));
-
- if (tmp) {
-
- newTex = _mesa_meta_alloc_texture(depthTex, srcW, srcH,
- GL_DEPTH_COMPONENT);
- _mesa_ReadPixels(srcX, srcY, srcW, srcH, GL_DEPTH_COMPONENT,
- GL_UNSIGNED_INT, tmp);
- _mesa_meta_setup_drawpix_texture(ctx, depthTex, newTex,
- srcW, srcH, GL_DEPTH_COMPONENT,
- GL_UNSIGNED_INT, tmp);
-
- /* texcoords (after texture allocation!) */
- {
- verts[0].tex[0] = 0.0F;
- verts[0].tex[1] = 0.0F;
- verts[1].tex[0] = depthTex->Sright;
- verts[1].tex[1] = 0.0F;
- verts[2].tex[0] = depthTex->Sright;
- verts[2].tex[1] = depthTex->Ttop;
- verts[3].tex[0] = 0.0F;
- verts[3].tex[1] = depthTex->Ttop;
-
- /* upload new vertex data */
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- }
-
- if (!blit->DepthFP)
- init_blit_depth_pixels(ctx);
-
- _mesa_BindProgramARB(GL_FRAGMENT_PROGRAM_ARB, blit->DepthFP);
- _mesa_set_enable(ctx, GL_FRAGMENT_PROGRAM_ARB, GL_TRUE);
- _mesa_ColorMask(GL_FALSE, GL_FALSE, GL_FALSE, GL_FALSE);
- _mesa_set_enable(ctx, GL_DEPTH_TEST, GL_TRUE);
- _mesa_DepthFunc(GL_ALWAYS);
- _mesa_DepthMask(GL_TRUE);
-
- _mesa_set_viewport(ctx, 0, dstX, dstY, dstW, dstH);
- _mesa_BufferSubData(GL_ARRAY_BUFFER_ARB, 0, sizeof(verts), verts);
- _mesa_DrawArrays(GL_TRIANGLE_FAN, 0, 4);
- mask &= ~GL_DEPTH_BUFFER_BIT;
-
- free(tmp);
}
}
/* XXX can't easily do stencil */
}
- if (!use_glsl_version)
- _mesa_set_enable(ctx, tex->Target, GL_FALSE);
-
_mesa_meta_end(ctx);
-fallback:
- if (mask) {
- _swrast_BlitFramebuffer(ctx, srcX0, srcY0, srcX1, srcY1,
- dstX0, dstY0, dstX1, dstY1, mask, filter);
- }
+ return mask;
}
void
_mesa_DeleteBuffers(1, &blit->VBO);
blit->VBO = 0;
}
- if (blit->DepthFP) {
- _mesa_DeleteProgramsARB(1, &blit->DepthFP);
- blit->DepthFP = 0;
- }
_mesa_meta_blit_shader_table_cleanup(&blit->shaders);
_mesa_DeleteTextures(1, &blit->depthTex.TexObj);
blit->depthTex.TexObj = 0;
}
+
+void
+_mesa_meta_and_swrast_BlitFramebuffer(struct gl_context *ctx,
+ GLint srcX0, GLint srcY0,
+ GLint srcX1, GLint srcY1,
+ GLint dstX0, GLint dstY0,
+ GLint dstX1, GLint dstY1,
+ GLbitfield mask, GLenum filter)
+{
+ mask = _mesa_meta_BlitFramebuffer(ctx,
+ srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1,
+ mask, filter);
+ if (mask == 0x0)
+ return;
+
+ _swrast_BlitFramebuffer(ctx,
+ srcX0, srcY0, srcX1, srcY1,
+ dstX0, dstY0, dstX1, dstY1,
+ mask, filter);
+}